Post by Rojito on Feb 21, 2013 21:35:11 GMT -5
Basics
Name: George
Race: Anthropomorphic Bat
Class: Varient Ranger/Warshaper 10/2
Ranger
A ranger might forgo training in weapon combat in exchange for the ability to take animal form and move swiftly through the woodlands.
Gain
Wild shape (as druid; Small or Medium animals only), fast movement (as barbarian).
Lose
Combat style, improved combat style, combat style mastery.
Alignment: True Neutral
Appearance
Typically he appears to be a Blue Dragon
Ability Scores
STR: 4 (-3)
DEX: 10 (+0)
CON: 16 (+3)
INT: 10 (+0)
WIS: 25 (+7)
CHA: 6 (-2)
Vitality and Saves
Hit Points: 121
AC: 15 (10+0[dex]+4[armor]+0[NAB]+1)
Touch: 10 (10+0[dex]+0[NAB])
Flatfooted: 14 (10+4[armor]+0[NAB])
BAB: 11/6/1 (10/5[ranger]+1[Warshaper])
to hit: BaB+1
Fort: 13(7[Ranger]+3[Warshaper]+3[con])
Ref: 8(7[Ranger]+1[Warshaper]+0[dex])
Will: 11(3[Ranger]+1[Warshaper]+7[wis])
Skills:
Feats:
1: Natural Spell
Ranger: Track
Ranger: Endurance
3: Dragon Hunter
6: Improved Favored Enemy
9: Dragon Hunter Bravery
12: Dragon Wild Shape
Racial Traits
-4Str, +6Wis, -2Cha
Small Size
Languages: Common, Sylvan, Druidic
(Bat)Blindsense 20 ft
(Bat)Low-Light 60 ft
5ft land, 20 fly (average)
Class Traits
Ranger:
Favored enemy: Dragon +6, Magical Beast +2, Elemental +2
Wild Empathy: 13
Animal Companion: Hawk
Wild Shape: (Small/Medium/Large/Tiny, 5/day)
Woodland Stride:
Swift Tracker:
Evasion:
Warshaper
Morphic Immunities
Morphic Weapons
Morphic Body
Equipment
Weapon:
Head:
Throat: Torc of the titans (3,300)
Shoulders: Mantle of the Beast (18,000) CC pg 140
Attached to Torc: Wildling Clasp (4,000)
A wilding clasp can be attached to any item worn on the body. When so worn, a clasp prevents the worn item from melding into
your new form when you use wild shape (as long as the item could reasonably be worn by the new form). Thus, the item
remains fully functional and can be used normally in your new form
Torso:
Body:"Gilled" Armor of the Beast (32,175) CC pg135, MIC pg111
Gilled:
A water-breathing wearer of gilled armor can breathe and speak freely in air.
Armor of the beast:
If you have the wild shape class feature, this suit of +1 wild studded leather armor grants you one additional use of that ability per day. (It does not, however, grant that ability if you do not already possess it.) This extra use stacks with the one provided by a druid’s vestment (DMG 268).
Back:
Arms:
Hands:
Finger 1: Ring of the Beast (8,000) CC pg 141
Whenever you cast a summon nature’s ally spell (whether normally or spontaneously), you can treat it as though it were one level higher than it is. For instance, if you cast summon nature’s ally III (or sacrifice a 3rd-level druid spell to spontaneously cast it), you can treat it as if you had cast summon nature’s ally IV instead. However, you cannot use a ring of the beast to cast a summon nature’s ally spell of a level higher than you can normally cast (in the class that allows you to cast the summon nature’s ally spell). This ring continues to function even while you are using wild shape.
Legs:
Feet:
Set: Trappings of the Beast
Armor of the beast is part of a set known collectively as the trappings of the beast, which also includes the ring of the beast (page 141) and the mantle of the beast (page 140). When you wear all three of these items, you gain a +5 competence bonus on wild empathy checks. In addition, you are treated as one level higher than you are for the purpose of using wild shape. (For instance, an 11th-level druid clad in the trappings of the beast could assume the form of a plant creature.)
Money gp
Spells:
Lvl 1:3
Magic Fang x3
Lvl 2:2
Cure Light Wounds x3
Name: George
Race: Anthropomorphic Bat
Class: Varient Ranger/Warshaper 10/2
Ranger
A ranger might forgo training in weapon combat in exchange for the ability to take animal form and move swiftly through the woodlands.
Gain
Wild shape (as druid; Small or Medium animals only), fast movement (as barbarian).
Lose
Combat style, improved combat style, combat style mastery.
Alignment: True Neutral
Appearance
Typically he appears to be a Blue Dragon
Ability Scores
STR: 4 (-3)
DEX: 10 (+0)
CON: 16 (+3)
INT: 10 (+0)
WIS: 25 (+7)
CHA: 6 (-2)
Vitality and Saves
Hit Points: 121
AC: 15 (10+0[dex]+4[armor]+0[NAB]+1)
Touch: 10 (10+0[dex]+0[NAB])
Flatfooted: 14 (10+4[armor]+0[NAB])
BAB: 11/6/1 (10/5[ranger]+1[Warshaper])
to hit: BaB+1
Fort: 13(7[Ranger]+3[Warshaper]+3[con])
Ref: 8(7[Ranger]+1[Warshaper]+0[dex])
Will: 11(3[Ranger]+1[Warshaper]+7[wis])
Skills:
- Concentration 16(13[rank]+3[con])
- Disguise -1(1[rank]-2[cha])
- Escape Artist 1(1[rank]+0[dex])
- Hide 17(13[rank]+0[dex]+4)
- Knowledge Nature 15(15[rank]+0[int])
- Listen 22(13[rank]+7[wis]+2[racial])
- Move Silently 13(13[rank]+0[dex])
- Spot 22(13[rank]+7[wis]+2[racial])
Feats:
1: Natural Spell
Ranger: Track
Ranger: Endurance
3: Dragon Hunter
6: Improved Favored Enemy
9: Dragon Hunter Bravery
12: Dragon Wild Shape
Racial Traits
-4Str, +6Wis, -2Cha
Small Size
Languages: Common, Sylvan, Druidic
(Bat)Blindsense 20 ft
(Bat)Low-Light 60 ft
5ft land, 20 fly (average)
Class Traits
Ranger:
Favored enemy: Dragon +6, Magical Beast +2, Elemental +2
At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.
Wild Empathy: 13
A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
Animal Companion: Hawk
At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger’s list of options: manta ray, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.
This ability functions like the druid ability of the same name, except that the ranger’s effective druid level is one-half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.
This ability functions like the druid ability of the same name, except that the ranger’s effective druid level is one-half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.
Wild Shape: (Small/Medium/Large/Tiny, 5/day)
At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night.
Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid's feet.
The form chosen must be that of an animal the druid is familiar with.
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table: The Druid. In addition, she gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level.
The new form’s Hit Dice can’t exceed the character’s druid level.
Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid's feet.
The form chosen must be that of an animal the druid is familiar with.
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table: The Druid. In addition, she gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level.
The new form’s Hit Dice can’t exceed the character’s druid level.
Woodland Stride:
Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
Swift Tracker:
Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
Evasion:
At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger does not gain the benefit of evasion.
Warshaper
Morphic Immunities
A warshaper is adept at
distributing her form’s vital organs around her body to keep
them safe from harm. Warshapers are immune to stunning
and critical hits
distributing her form’s vital organs around her body to keep
them safe from harm. Warshapers are immune to stunning
and critical hits
Morphic Weapons
: As a move action, a warshaper
can grow natural weapons such as claws or fangs, allowing a
natural attack that deals the appropriate amount of damage
according to the size of the new form (see Table 5–1 on page
296 of the Monster Manual). These morphic weapons need not
be natural weapons that the creature already possesses. For
example, a warshaper polymorphed into an ettin (Large giant)
could grow a claw that deals 1d6 points of damage, or horns
for a gore attack that deals 1d8 points of damage.
If the warshaper’s form already has a natural weapon of
that type, the weapon deals damage as if it were one category
larger. For example, a warshaper who used wild shape to
become a dire wolf (Large animal) could grow its jaw and
snout, enabling a bite attack that deals 2d6 points of damage
(as a for Huge animal), not the normal 1d8.
A warshaper can change morphic weapons as often as it
likes, even if it is using a shapechanging technique such as
the polymorph spell or the wild shape class feature that doesn’t
allow subsequent changes after the initial transformation.
can grow natural weapons such as claws or fangs, allowing a
natural attack that deals the appropriate amount of damage
according to the size of the new form (see Table 5–1 on page
296 of the Monster Manual). These morphic weapons need not
be natural weapons that the creature already possesses. For
example, a warshaper polymorphed into an ettin (Large giant)
could grow a claw that deals 1d6 points of damage, or horns
for a gore attack that deals 1d8 points of damage.
If the warshaper’s form already has a natural weapon of
that type, the weapon deals damage as if it were one category
larger. For example, a warshaper who used wild shape to
become a dire wolf (Large animal) could grow its jaw and
snout, enabling a bite attack that deals 2d6 points of damage
(as a for Huge animal), not the normal 1d8.
A warshaper can change morphic weapons as often as it
likes, even if it is using a shapechanging technique such as
the polymorph spell or the wild shape class feature that doesn’t
allow subsequent changes after the initial transformation.
Morphic Body
At 2nd level and higher, a warshaper
can use its precise control over its form to make itself stronger and heartier. It gains +4 to Strength and +4 to Constitution
can use its precise control over its form to make itself stronger and heartier. It gains +4 to Strength and +4 to Constitution
Equipment
Weapon:
Head:
Throat: Torc of the titans (3,300)
When you activate a torc of the titans, you gain a +5 morale bonus on Strength checks, Strength-based skill checks, and melee weapon damage rolls for 1 round.
This ability functions three times per day
This ability functions three times per day
Shoulders: Mantle of the Beast (18,000) CC pg 140
The mantle of the beast allows you to use your wild shape ability as a swift action. While wild shaped, your natural
weapons gain a +1 enhancement bonus on attack and damage rolls.
weapons gain a +1 enhancement bonus on attack and damage rolls.
Attached to Torc: Wildling Clasp (4,000)
A wilding clasp can be attached to any item worn on the body. When so worn, a clasp prevents the worn item from melding into
your new form when you use wild shape (as long as the item could reasonably be worn by the new form). Thus, the item
remains fully functional and can be used normally in your new form
Torso:
Body:"Gilled" Armor of the Beast (32,175) CC pg135, MIC pg111
Gilled:
A water-breathing wearer of gilled armor can breathe and speak freely in air.
Armor of the beast:
If you have the wild shape class feature, this suit of +1 wild studded leather armor grants you one additional use of that ability per day. (It does not, however, grant that ability if you do not already possess it.) This extra use stacks with the one provided by a druid’s vestment (DMG 268).
Back:
Arms:
Hands:
Finger 1: Ring of the Beast (8,000) CC pg 141
Whenever you cast a summon nature’s ally spell (whether normally or spontaneously), you can treat it as though it were one level higher than it is. For instance, if you cast summon nature’s ally III (or sacrifice a 3rd-level druid spell to spontaneously cast it), you can treat it as if you had cast summon nature’s ally IV instead. However, you cannot use a ring of the beast to cast a summon nature’s ally spell of a level higher than you can normally cast (in the class that allows you to cast the summon nature’s ally spell). This ring continues to function even while you are using wild shape.
Legs:
Feet:
Set: Trappings of the Beast
Armor of the beast is part of a set known collectively as the trappings of the beast, which also includes the ring of the beast (page 141) and the mantle of the beast (page 140). When you wear all three of these items, you gain a +5 competence bonus on wild empathy checks. In addition, you are treated as one level higher than you are for the purpose of using wild shape. (For instance, an 11th-level druid clad in the trappings of the beast could assume the form of a plant creature.)
Money gp
Spells:
Lvl 1:3
Magic Fang x3
Lvl 2:2
Cure Light Wounds x3